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    <div id="b"><a href="http://twgljs.org">twgl.js</a> - SharedArrayBuffer</div>
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  <script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;

attribute vec4 position;
attribute vec3 normal;
attribute vec2 texcoord;

varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;

void main() {
  v_texCoord = texcoord;
  v_position = u_worldViewProjection * position;
  v_normal = (u_worldInverseTranspose * vec4(normal, 0)).xyz;
  v_surfaceToLight = u_lightWorldPos - (u_world * position).xyz;
  v_surfaceToView = (u_viewInverse[3] - (u_world * position)).xyz;
  gl_Position = v_position;
}
  </script>
  <script id="fs" type="notjs">
precision mediump float;

varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;

uniform vec4 u_lightColor;
uniform vec4 u_ambient;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;

vec4 lit(float l ,float h, float m) {
  return vec4(1.0,
              max(l, 0.0),
              (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
              1.0);
}

void main() {
  vec4 diffuseColor = texture2D(u_diffuse, v_texCoord);
  vec3 a_normal = normalize(v_normal);
  vec3 surfaceToLight = normalize(v_surfaceToLight);
  vec3 surfaceToView = normalize(v_surfaceToView);
  vec3 halfVector = normalize(surfaceToLight + surfaceToView);
  vec4 litR = lit(dot(a_normal, surfaceToLight),
                    dot(a_normal, halfVector), u_shininess);
  vec4 outColor = vec4((
  u_lightColor * (diffuseColor * litR.y + diffuseColor * u_ambient +
                u_specular * litR.z * u_specularFactor)).rgb,
      diffuseColor.a);
  gl_FragColor = outColor;
}
  </script>
  <script type="module">
    import * as twgl from '../dist/6.x/twgl-full.module.js';
    const m4 = twgl.m4;

    function main() {
      if (typeof SharedArrayBuffer === 'undefined') {
        return;
      }

      const gl = document.querySelector("#c").getContext("webgl");
      const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);

      function makeShared(data, Type) {
        Type = Type || Float32Array;
        const size = Type.BYTES_PER_ELEMENT * data.length;
        const buf = new SharedArrayBuffer(size);
        const view = new Type(buf);
        view.set(data);
        return view;
      }

      const arrays = {
        position: makeShared([1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1]),
        normal:   makeShared([1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1]),
        texcoord: makeShared([1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1]),
        indices:  makeShared([0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23], Uint16Array),
      };
      const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);

      const tex = twgl.createTexture(gl, {
        min: gl.NEAREST,
        mag: gl.NEAREST,
        src: makeShared([
          255, 255, 255, 255,
          192, 192, 192, 255,
          192, 192, 192, 255,
          255, 255, 255, 255,
        ], Uint8Array),
      });

      const uniforms = {
        u_lightWorldPos: [1, 8, -10],
        u_lightColor: [1, 0.8, 0.8, 1],
        u_ambient: [0, 0, 0, 1],
        u_specular: [1, 1, 1, 1],
        u_shininess: 50,
        u_specularFactor: 1,
        u_diffuse: tex,
      };

      function render(time) {
        time *= 0.001;
        twgl.resizeCanvasToDisplaySize(gl.canvas);
        gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

        gl.enable(gl.DEPTH_TEST);
        gl.enable(gl.CULL_FACE);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        const fov = 30 * Math.PI / 180;
        const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
        const zNear = 0.5;
        const zFar = 10;
        const projection = m4.perspective(fov, aspect, zNear, zFar);
        const eye = [1, 4, -6];
        const target = [0, 0, 0];
        const up = [0, 1, 0];

        const camera = m4.lookAt(eye, target, up);
        const view = m4.inverse(camera);
        const viewProjection = m4.multiply(projection, view);
        const world = m4.rotationY(time);

        uniforms.u_viewInverse = camera;
        uniforms.u_world = world;
        uniforms.u_worldInverseTranspose = m4.transpose(m4.inverse(world));
        uniforms.u_worldViewProjection = m4.multiply(viewProjection, world);

        gl.useProgram(programInfo.program);
        twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
        twgl.setUniforms(programInfo, uniforms);
        gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);

        requestAnimationFrame(render);
      }
      requestAnimationFrame(render);
    }

    main();
  </script>
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